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WelshSteel

Hallucination Critic
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Dec 15, 2016
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Sorry what? You realise Mir 3 held world records? Prior to wow it was the highest concurrent user count game ever made. It still has 5 servers running in Korea with per server user counts into the thousands.

As of 2016 korean charts showed legend of mir 3 was in 85th place, legend of mir 2 55th place.

Concurrent user count is a title to be proud of? does this have any relation to the longevity and overall success of a game? (forgetting wow a game kept afloat by fat cats and lore based casuals)

The way I see it is Mir 3 never took of in any way in the west because it forgot the fundamentals of what makes an mmo good and if Jamie has been taking quite a substantial amount from Mir 3 we can see why this is going to end up being a flop.

I hope there can be some positives from your write up but if you ask me the core should always be Mir 2 and any cool skills/monsters/features etc from Mir 3 should get carefully integrated into the core and that's the only way it should work.
 
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CremeEgg82

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Feb 24, 2014
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As of 2016 korean charts showed legend of mir 3 was in 85th place, legend of mir 2 55th place.
The rise is related to the Mir 2 mobile game being released, it also accounts for a very high percentage of all of the global revenue for Mir 2, with Shanda quoted as saying the mobile game was pulling in over $100m a month.

Concurrent user count is a title to be proud of? does this have any relation to the longevity and overall success of a game?
Yes, for what I described and at the time, being that the game was subscription based back then the CCU figures are a direct relation to income. To the average user that may not mean anywhere near as much as what it does to investors and businesses. Without money nothing is developed.

Any game, both Mir 2 and Mir 3 that can continue past a decade is doing something right.

(forgetting wow a game kept afloat by fat cats and lore based casuals)
Regardless of people's own opinions on wow it is still very successful and in an industry where subscription based games are the minority this is a testament to the work they have put in. Like it or not it is still bringing in billions.


The way I see it is Mir 3 never took of in any way in the west because it forgot the fundamentals of what makes an mmo good and if Jamie has been taking quite a substantial amount from Mir 3 we can see why this is going to end up being a flop.
That is a subjective viewpoint, what you see as fundamental to an MMO is different to every other player. The problem with the Mir community in general (in the west anyway) is its rigidity in what is good/bad or right/wrong. For something that has been around for such a long time, the people haven't changed at all. However the games (both of them) have moved with the times massively.

I hope there can be some positives from your write up but if you ask me the core should always be Mir 2 and any cool skills/monsters/features etc from Mir 3 should get carefully integrated into the core and that's the only way it should work.

If people want a Mir 2 core then they should play Mir 2, it is that simple. A lot of private servers over the years have tried and many failed to merge the content and playstyles together.

I've never been a big follower of Mir 2 and as such I've never really played many of the private servers, I played the original from GN and that's about it.

In my opinion one of the best private servers for Mir 3 and probably the longest running was Fantasy. That is just my opinion and others are free to disagree with that, however it held true to what Mir 3 originally was and didn't over complicate things.

The problem with such a small community being left and there being nothing official in the west means we end up with a merged community of passionate players, both passionate about individual likes and dislikes of both games and passionate about the direction servers take.

Ultimately the two should remain distinct within their own right.
 

WelshSteel

Hallucination Critic
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Dec 15, 2016
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Yes, for what I described and at the time, being that the game was subscription based back then the CCU figures are a direct relation to income. To the average user that may not mean anywhere near as much as what it does to investors and businesses. Without money nothing is developed.

Money, business, Money this has little merit with how good a game is, Lineage 2 has survived and been able to stay alive by being funded by small % of the playerbase who put in 50000 dollars each or more into the game to get p2w advantages. Also the profits Lineage 1 brings in ties in with development for L2, does this mean then that Lineage 2 is a good game still worthy of time investment? hell no

Any game, both Mir 2 and Mir 3 that can continue past a decade is doing something right.

Mir 2 existed broke into the west and stayed there for a respectable amount of time and made a respectable amount of money but more importantly made a fanbase and a legacy. An mmo'er will dismiss Mir 3 from any serious discussion as it barely did anything that could be considered a breakthrough improvement to Mir 2. It has a some kind of a playerbase in the worlds gaming capital Korea but that place is pure gaming addiction you could throw the Nokia Snake game into that place, update it with basic online features for interaction and comepetition and it would probably survive.

Regardless of people's own opinions on wow it is still very successful and in an industry where subscription based games are the minority this is a testament to the work they have put in. Like it or not it is still bringing in billions.

Sorry about this but WoW is a trigger for me feel free to ignore
"The golden/national treasure of the west", WoW is a single player campaign where you delve into dungeons with incredibly lifelike AI team mates to battle foes, read into lore after lore and pick up items after items as you wonder "how am i so addicted to this progession!?". "Don't worry about joining WoW regardless of ur skill level or personality, we insure a pleasant multiplayer online experience where you'll interact with no one because, as we all know everyone is toxic". Play a few games of LoL and then you'll experience a multiplayer game, where you geinunely interact with people postively and negatively, it's refreshingly human but my point is, is that wow is far from an mmo as it has so many instancing you can't engage with any players, no pvp/seiging/proper clanning and the only competition they could come up with is how fast or can you clear a dungeon difficulty of 110 or something?

It's just the shame of the west, making billions off of anti-social man children.

That is a subjective viewpoint, what you see as fundamental to an MMO is different to every other player. The problem with the Mir community in general (in the west anyway) is its rigidity in what is good/bad or right/wrong. For something that has been around for such a long time, the people haven't changed at all. However the games (both of them) have moved with the times massively.

Moved with the times massively? few examples would be great because you've lost me, imo the fundamentals or Mir 2 have not changed. Btw I'm not a fan of you practically saying that the west is unwilling to appreciate anything different and that any change WeMade make is genius and well thought out.


If people want a Mir 2 core then they should play Mir 2, it is that simple. A lot of private servers over the years have tried and many failed to merge the content and playstyles together.

Mir Chronicles i'm sure a lot would say was a success, it lasted for years and even tho everyone wants to be with Jamie including me because Jamie constructs a server EXACTLY like we want BUT at least MC can say they lasted for longer than this mad scientist.

In my opinion one of the best private servers for Mir 3 and probably the longest running was Fantasy. That is just my opinion and others are free to disagree with that, however it held true to what Mir 3 originally was and didn't over complicate things.

Ok well probably the original was a lot more fun and balanced and keep with it's original pace I'm sure it was a decent experience, in ur opinion what did Zircon do wrong in comparison?
 
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CremeEgg82

Dedicated Member
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Feb 24, 2014
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Money, business, Money this has little merit with how good a game is, Lineage 2 has survived and been able to stay alive by being funded by small % of the playerbase who put in 50000 dollars each or more into the game to get p2w advantages. Also the profits Lineage 1 brings in ties in with development for L2, does this mean then that Lineage 2 is a good game still worthy of time investment? hell no
You've made this quite ideological, which is hard to provide any counter argument to because ideals are personal.

Try doing this professionally and then maybe your views would change. I am talking from a position of professional experience with games that turned over more than 300k euros a month.

For good or bad the world revolves around money, businesses that don't profit don't continue, it is that simple. I'm pretty sure if Jamie's costs started outweighing the donations he would also reconsider.

Mir 2 existed broke into the west and stayed there for a respectable amount of time and made a respectable amount of money but more importantly made a fanbase and a legacy. An mmo'er will dismiss Mir 3 from any serious discussion as it barely did anything that could be considered a breakthrough improvement to Mir 2. It has a some kind of a playerbase in the worlds gaming capital Korea but that place is pure gaming addiction you could throw the Nokia Snake game into that place, update it with basic online features for interaction and comepetition and it would probably survive.
Again, this is something personal to you, it is opinion not fact and there are no arguments to counter strong beliefs. It's like arguing gun control.

At the end of the day QGO had 15-20 people in full time employment for a couple of years, they made money, they had success. Given the timeframe of when they were doing this it was an achievement. Online gaming was an incredibly niche community back then. Yes it eventually failed, there was too much competition and the smaller games didn't make the F2P with micro transactions transition quickly enough.

Many games since big and small have been a lot less successful.

During that time period, when I was running Cabal Online if we hadn't have made the transition to F2P with an item shop we would have died too.

As for the Korean gaming market, you are quite wrong. They produce thousands of games a year, many die before even being released. It is an incredibly cut throat market. Attend G*Star in Seoul (as I have done) and you will see for yourself.

Sorry about this but WoW is a trigger for me feel free to ignore
"The golden/national treasure of the west", WoW is a single player campaign where you delve into dungeons with incredibly lifelike AI team mates to battle foes, read into lore after lore and pick up items after items as you wonder "how am i so addicted to this progession!?". "Don't worry about joining WoW regardless of ur skill level or personality, we insure a pleasant multiplayer online experience where you'll interact with no one because, as we all know everyone is toxic". Play a few games of LoL and then you'll experience a multiplayer game, where you geinunely interact with people postively and negatively, it's refreshingly human but my point is, is that wow is far from an mmo as it has so many instancing you can't engage with any players, no pvp/seiging/proper clanning and the only competition they could come up with is how fast or can you clear a dungeon difficulty of 110 or something?

It's just the shame of the west, making billions off of anti-social man children.

This is something I have no idea how to respond to, its so incredibly personal to your beliefs that anything I said no matter how rational or reasoned wouldn't have any bearing.

With that said, gamers the world over are all benefiting from something that wow did, it made online gaming socially acceptable, it kicked a lot of the nerd stereotypes of online gaming off the table. You got big name celebrities discussing how they played wow, you had TV adverts. It had a huge positive impact on the entire industry.

Moved with the times massively? few examples would be great because you've lost me, imo the fundamentals or Mir 2 have not changed. Btw I'm not a fan of you practically saying that the west is unwilling to appreciate anything different and that any change WeMade make is genius and well thought out.
You are choosing to read into what I've said in your own interpretation. I specifically called out this community, which isn't unfounded.

The fundamentals of either game haven't changed massively, they both work to their appeal and that is why they are both successful. They have adapted and adjusted to the times though.

Change from subscription based to micro transaction is one example.
Lowering grind requirements, making it easier for new players to get involved is another.
Introducing new features (can't speak for Mir 2, but Mir 3 has had significant development work) some of those from M3 are:
- Rebalancing the whole game
- Introducing catch up mechanics
- A third wall that isn't won via PvP
- A daily private hunting area for groups or guilds (think diablo rift style, you create it and join as a group, mobs spawn once and only once, when you leave its gone)
- Redoing weapon refines entirely
- Adding gem/socket systems
- Adding secondary stat systems
- Contribution Points system for mentoring
- Reforging systems
- A personal favourite, Fishing
- A secondary skills/spells system based on scaling monsters
- Events and holiday celebrations
- 1v1 arena system with rankings and rewards
- A daily PvP battle system, its like there is a convoy of goods being transported from one city to another, you can join the defending or attacking team, if there is an imbalance in numbers it adds NPCs to the battle, there are rewards for either capturing or defending.
- Mini Games (a lot more than what we ever saw on Euro), theres one that's like some wishing well that gives a random daily buff and another that looks interesting that translates roughly to the room of 25 trials.
- Gongji Temple - Seems like a 6v6 battleground or something similar, never been able to get much solid info
- Crafting System (was briefly in Euro maybe, was something I tested on GSP)
- Premium Dungeons (not sure on this, never been)
- A map where depending on if its day or night mobs get buffed with a number of random affixes, quests linked to killing these

Mir Chronicles i'm sure a lot would say was a success, it lasted for years and even tho everyone wants to be with Jamie including me because Jamie constructs a server EXACTLY like we want BUT at least MC can say they lasted for longer than this mad scientist.
I only had a very brief experience with Chronicles at the very start, so I can't really say much.

You do seem to have a more personal issue with Jamie/the server, you come across incredibly negative with little to no constructive reasoning. While I don't agree with everything, I can see that he is trying and it isn't an easy job pleasing an angry mob.

Ok well probably the original was a lot more fun and balanced and keep with it's original pace I'm sure it was a decent experience, in ur opinion what did Zircon do wrong in comparison?
The areas that I've already discussed are mostly publically available here.

Biggest things are balance and scaling. Some things too low, some things too high, but it is being worked on and I'm positive that if we all come together we can work towards a great server.

Other things are fairly minor in comparison, the overall risk/reward of the game doesn't exist here, no chance to break anything, no chance to lose anything. It has wider reaching consequences for economy and longevity as well as character progression. Again I think it is something that can be resolved.

The current levels are a minor concern, but nothing that can't be fixed, if we look at this for the long run of being level 100+ then 0-70 isn't really an issue and can be worked to be more balanced. If we look further ahead with a lot more Korean content on the horizon and say look to level 120+ then all of what has been done to now could be considered meaningless in the long run and work out the balance for the future.

SW just doesn't feel Mir 3 at all, as a long time wall holder from Euro I would say the original system worked pretty well. It wasn't easy to defend at all, it relied heavily on timings and alliances. If DA didn't have Apex we would have lost SW, likewise if they didn't have DA they would have lost DMW. Towards the end when the other guilds started working together and people had caught up (DA and Apex had an early lead in bosses and items, mainly because a lot of us had played the Korean beta and knew what we were doing), the wars were incredibly close. The ballista and catapults, doors etc actually made for fun battles and drained guild funds really heavily.
 

WelshSteel

Hallucination Critic
Dedicated Member
Dec 15, 2016
699
203
85
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Change from subscription based to micro transaction is one example.
Lowering grind requirements, making it easier for new players to get involved is another.
Introducing new features (can't speak for Mir 2, but Mir 3 has had significant development work) some of those from M3 are:
- Rebalancing the whole game
- Introducing catch up mechanics
- A third wall that isn't won via PvP
- A daily private hunting area for groups or guilds (think diablo rift style, you create it and join as a group, mobs spawn once and only once, when you leave its gone)
- Redoing weapon refines entirely
- Adding gem/socket systems
- Adding secondary stat systems
- Contribution Points system for mentoring
- Reforging systems
- A personal favourite, Fishing
- A secondary skills/spells system based on scaling monsters
- Events and holiday celebrations
- 1v1 arena system with rankings and rewards
- A daily PvP battle system, its like there is a convoy of goods being transported from one city to another, you can join the defending or attacking team, if there is an imbalance in numbers it adds NPCs to the battle, there are rewards for either capturing or defending.
- Mini Games (a lot more than what we ever saw on Euro), theres one that's like some wishing well that gives a random daily buff and another that looks interesting that translates roughly to the room of 25 trials.
- Gongji Temple - Seems like a 6v6 battleground or something similar, never been able to get much solid info
- Crafting System (was briefly in Euro maybe, was something I tested on GSP)
- Premium Dungeons (not sure on this, never been)
- A map where depending on if its day or night mobs get buffed with a number of random affixes, quests linked to killing these

Biggest things are balance and scaling. Some things too low, some things too high, but it is being worked on and I'm positive that if we all come together we can work towards a great server.

Other things are fairly minor in comparison, the overall risk/reward of the game doesn't exist here, no chance to break anything, no chance to lose anything. It has wider reaching consequences for economy and longevity as well as character progression. Again I think it is something that can be resolved.

The current levels are a minor concern, but nothing that can't be fixed, if we look at this for the long run of being level 100+ then 0-70 isn't really an issue and can be worked to be more balanced. If we look further ahead with a lot more Korean content on the horizon and say look to level 120+ then all of what has been done to now could be considered meaningless in the long run and work out the balance for the future.

SW just doesn't feel Mir 3 at all, as a long time wall holder from Euro I would say the original system worked pretty well. It wasn't easy to defend at all, it relied heavily on timings and alliances. If DA didn't have Apex we would have lost SW, likewise if they didn't have DA they would have lost DMW. Towards the end when the other guilds started working together and people had caught up (DA and Apex had an early lead in bosses and items, mainly because a lot of us had played the Korean beta and knew what we were doing), the wars were incredibly close. The ballista and catapults, doors etc actually made for fun battles and drained guild funds really heavily.

Awesome, from what I've quoted this indeed sums up a lot of whats missing and yes what needs addressing is all that you said but I feel levels needs to be addressed sooner rather than later. Jamie seriously needs to cap this sh1t now as tao's and sin's aren't even in the lvling brackets right now this game is just a warr and wizz fest.

I hope there is a big solution because right now I don't see an incentive for commited tao's and sin's to enjoy the game when you look at the performance and ease of Wiz's and Warr's. I had a brief look into more skills the Tao's learn after 51 and I was horrified to see a lot more damage orientated stuff which really isn't good and it's not the fact i'm after a passive asf Tao buff allies and look pretty but there needs to be much more of a difference between Tao and Wizz period. Also Wizards on Mir 3 having these over powering AoE abilities and being practically no threat with single target abilities? if you ask me there needs to be some serious tinkering with this.

As for the rest you quoted me on it's obvious we are passionate on opposite sides of the spectrum, thanks for taking my time i've been clearing myself from nicotine addiction for 2 weeks now :P


You do seem to have a more personal issue with Jamie/the server, you come across incredibly negative with little to no constructive reasoning. While I don't agree with everything, I can see that he is trying and it isn't an easy job pleasing an angry mob.


BUT this I can't ignore, I can't believe I actually liked your post and almost forgot about this little snippet, I have given constructive feedback and have not only has it been pretty much all shoved aside Shane had to add "this game isn't for you". Remember you only get angry mobs for a reason and the reason isn't because most people are idiots as I remember Jamie quipped on being asked why he doesn't reckon it's a good idea to stream his meetings.

Let me make it clear, I don't want this server to fail but I do wish he'd re-lease marble with all mistakes taken into account and also the Taoist on Zircon is not fit for role, it is not appealing in the slightest and I can only give so much construction! So anyway egg how fukin dare you, too-da-loo!
 
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CremeEgg82

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Feb 24, 2014
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I hope there is a big solution because right now I don't see an incentive for commited tao's and sin's to enjoy the game when you look at the performance and ease of Wiz's and Warr's. I had a brief look into more skills the Tao's learn after 51 and I was horrified to see a lot more damage orientated stuff which really isn't good and it's not the fact i'm after a passive asf Tao buff allies and look pretty but there needs to be much more of a difference between Tao and Wizz period. Also Wizards on Mir 3 having these over powering AoE abilities and being practically no threat with single target abilities? if you ask me there needs to be some serious tinkering with this.
I actually dislike almost all of the custom spells and changes to existing spells. Almost none of it was needed, not sure why it was done. Any work on skills should have been done the same way they already had done in Korea.

Taos on here are absolutely nothing like they were on any official server.

Warriors are very different and I don't think the way they are here works, at least not in the way it was intended. Warriors were meant to be the tanks from reading the features and the original discord, that along with the AI changes could have been a good idea, just executed badly and I think backfired a lot.

Wiz is kind of in the middle, they have some of their better skills like renounce to early on, lost some of the later ones like Mirror Image, shield is probably OP. Removing flinch screwed up a few things too, like Judgement of Heaven is a Wiz retreat tool, you get attacked they get T-Bolted and you have time to get away.

Assassin is incredibly complex, the GSP version of them and the original Korean implementation was so overpowered it wasn't even funny. But they were developed to compete with a player base that was already reaching level 80. The rebalanced version of Sins that exists in Korea would have worked a lot better here.
 

Mazza

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Nov 30, 2013
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Why not just admit that pvp is mostly about level or numbers on this server.
The guild that wins SW has the most people there. Just a numbers game.
The group that wins a fight has the most numbers or the most high levels depending on where fighting.
 

CremeEgg82

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Feb 24, 2014
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Has anyone successfully held the wall or has it always just changed hands?